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RTJ / House Rules.

Posted by The ForceFor group public
The Force
GM, 1 post
the Will of the Force
Fri 21 May 2021
at 01:43
  • msg #1

RTJ / House Rules

Your RTJ should contain a basic character concept and what kind of goals you have in mind for them. This part does not need to be long - a paragraph or two works. Further details can be worked out after entry into the game and the character sheet approval.

Rules Used: https://sw5e.com/

Characters begin at Level 1

Ability Scores:
Method 1: Roll 4d6 drop the lowest one six times. If your total ability modifier is less than +2 before species adjustment you may reroll the set.
Method 2: Use the Enhanced Array - 17, 15, 13, 12, 10, 8

Thus far, no Species or Backgrounds are restricted/banned. Any species or background that may not seem applicable to the timeline can be hand-waived as an anomaly or a variant that fits. There are currently enough core Force users to limit Consular, Guardian, and Sentinel classes.

The Star Wars universe is diverse and one can expect to meet all manner of alien species and their languages on a regular basis. Choose a number of additional Languages known equal to 1 + your INT Modifier (Min 1 extra language). This is in addition to your Species, Background, Feat, and any other source that grants a language known.

These Variant Rules from the SW5e PHB pg 308 are in effect:
Simplified Forcecasting
ASI and Feat option
Bonus Action Consumables

If a character is lost due to death or retirement, the player may make a new one at the same level, but the experience points are set to the minimum required to achieve that level. Additional equipment and credits will be determined by the character's level. Please include the term "Maclunkey" in your RTJ to show you have read and agree to the rules presented.

Please choose a color for your character's speech. If the color is light in tone, please make sure to use bold as well to increase visibility. Please post your character's actions in an OOC line in Orange.

Please note that this will be a relatively slow paced game due to GM's RL schedule.
This message was last edited by the GM at 18:39, Sat 12 June 2021.
The Force
GM, 2 posts
the Will of the Force
Fri 21 May 2021
at 01:43
  • msg #2

Campaign Information

Year 3601 BBY in the Tion Cluster

Legends timeline. See the Setting Thread for more details.
The Force
GM, 3 posts
the Will of the Force
Fri 21 May 2021
at 01:44
  • msg #3

Rules for Natural 20/1

Attack Rolls:
Natural 20: Critical Hit regardless of actual number needed to hit.
Natural  1: Fumble regardless of the roll total. One opponent within their reach of you may use their Reaction to make an Opportunity Attack.

Ability Saves:
Natural 20: Automatic Success regardless of the actual number needed.
Natural  1: Automatic Failure regardless of the roll total.

Skill Proficiency/Tool Checks:
Natural 20/1: No special rules. Use the rolled result as normal.
The Force
GM, 4 posts
the Will of the Force
Fri 21 May 2021
at 01:49
  • msg #4

Mouse Guard Rules for Failure

Because this is a much more cinematic game than realistic and dark, failing a roll may not result in mission failure or other catastrophic events occurring. Borrowing from Mouse Guard RPG (Burning Wheel system), the degree by which the roll missed on a critical action will create a guideline for "You succeed, BUT...". This may result in the character taking damage, losing a piece of equipment, the possibility of losing a limb, and similar events. The GM will make the determination on what is considered fair.
The Force
GM, 5 posts
the Will of the Force
Fri 21 May 2021
at 01:49
  • msg #5

Player vs. Player

Players may come into conflict in one way or another between characters. Sometimes this is in good fun; sometimes this is clashing idealogies of Light and Dark. For any player contest against another player, these rules will be in effect:

Combat:
The players must agree beforehand what the desired conclusion of the conflict will be (i.e. to unconsciousness, non-fatal, to the death, etc.). This is to help maintain the cinematic nature of the game and not cause unnecessary player character death. The GM will enforce whatever the players agreed on, but they are always able to change their agreement after it has been made as long as all parties involved can agree on the change.

Social:
As a general rule, Social Skills do not work on PCs, only NPCs. A player can attempt to influence another player by rolling Persuasion, Intimidation, etc., but it will be up to the other player to determine how their character reacts. If a Force or Tech power causes a save to be made to avoid a compelling effect and it is failed, the affected player is expected to reasonably comply with the result.
The Force
GM, 6 posts
the Will of the Force
Fri 21 May 2021
at 01:50
  • msg #6

Cost of Living

Cost of living rules are in effect as listed on PHB page 189.

Lifestyle             Credits/Day
---------             -----------
Wretched                   0
Squalid                    1
Poor                       2
Modest                    10
Comfortable               20
Wealthy                   40
Aristocratic             100+

If you have the credits to do so, you can prepay up to a month's worth of living expenses by multiplying the cost by 30.

Additionally, if you have a ship docked there is a housing/maintenance fee per day not included with lifestyle. The cost for refueling and restocking starships is found on page 90 of Starships of the Galaxy.

Docking Fee (Tiny/Small)     20cr/day
Docking Fee (Medium)         40cr/day
Docking Fee (Large)          100cr/day
Long-Term Storage            Daily Cost x 10 per Month

Portion (1 day's meal)       10cr/each

Fuel          Cost        Capacity        Food Capacity
----          ----        ---------       -------------
Tiny         25cr/unit      5 units           1 portion* (this differs from the entry)
Small        50cr/unit     10 units          10 portions
Medium      100cr/unit     30 units         120 portions
Large      1,000cr/unit   300 units     240,000 portions
This message was last edited by the GM at 01:53, Fri 21 May 2021.
The Force
GM, 7 posts
the Will of the Force
Fri 21 May 2021
at 01:53
  • msg #7

Downtime

Downtime between missions will occur as an abstract because of the sandbox nature of the game. For each Long Rest your character takes that is not spent recuperating from injuries (i.e. floating in a bacta tank), they receive one workday's worth of Downtime to use.

Downtime activities will note how long they take to complete. If you do not have enough Downtime days to spend on the activity, you will not be able to engage in that activity. The exception to this rule is crafting items. If the item will take more time than you have available it can be (reasonably) stored away for finishing later.

Note that one workweek = 5 Days

Because of the many varied factors in hyperspace travel - particularly the amount of time it can take to make your destination - the journey will be handwaived away and assumed to have gone off without a hitch unless otherwise noted. The total trip time is counted as Downtime unless something interrupts it. Any activities that would take place during the trip are subject to the rules for rest between activities, meals, upkeeps, etc..
The Force
GM, 8 posts
the Will of the Force
Fri 21 May 2021
at 01:54
  • msg #8

Electronic Communications (Comms)

Since it is technically possible to communicate with someone halfway across the galaxy, it may become necessary to set up communications in a way that is coherent and non-intrusive. Currently, the method for communicating is to denote the comm speech in your post to the recipient unless it is to otherwise be covert/hidden. The recipient should handle their reply in the same way. Because of visibility issues across Groups, the two parties should communicate fully by PM and then copy/paste the final dialogue into the threads.

This is currently WIP, so if anyone has ideas or suggestions, please let me know.
The Force
GM, 9 posts
the Will of the Force
Fri 21 May 2021
at 01:55
  • msg #9

Collaborative Experience

This is a game of cinematic Star Wars enjoyment. There will be ups and downs, but in the end everyone is here to have a good time. Let's keep Real Life conflicts out of the game and keep our conversations civil. Profanity is okay (this game is Mature rated), but no slurs will be tolerated.

This game is rated Mature for certain themes: violence, language, slavery, genocide, torture, etc.. While some of these themes may never be covered, they do exist in the Star Wars universe and thus may be mentioned.
The Force
GM, 31 posts
the Will of the Force
Sun 23 May 2021
at 00:08
  • msg #10

Leveling Up

Hit Points
----------
When your character's level increases we will use the following method for determining the Hit Points gained:

Roll your class hit die as normal. If the result is less than the average listed you can accept the rolled result or take the average. Then add your CON modifier as normal. This will result in characters having more hit points overall and increasing survivability.


Multi-Classing
--------------
Currently no restrictions on multi-classing for characters as long as you meet the requirements for your base class and the new class.
The Force
GM, 56 posts
the Will of the Force
Wed 26 May 2021
at 04:22
  • msg #11

Homebrew Background

SALVAGER by Mo M'avoe

After thousands of years of intergalactic history, there is much that has been abandoned or forgotten over the ages. You are one of those resourceful souls who seek out and recover valuable or interesting items from the past. While many Salvagers are in the business strictly for the resale value, others specialize in particular categories or periods depending on personal interests.

Salvagers can be found nearly everywhere, from the sub structures of crowded core worlds to remote outposts and ancient battlefields. Sometimes derided as "scavengers" or common laborers, they none the less provide valuable resources for those who can't afford newer products and provide many of the rare artifacts that eventually find their way into private collections or high end auctions.

Skill Proficiencies: Chose two from Investigation, Lore, Survival and Technology

Tool Proficiencies: Your choice of Tinkerers Kit, Demolitions Kit or Security Kit

Languages: One of your choice

Equipment: A fusion cutter, a power cell, a glow rod and a set of functional clothing.

Feature: Waste Not

One man's trash is another mans treasure. You see real value in things that others might look over completely. At the GM's discretion, whenever you spend time "salvaging" fallen enemies, vehicles, or locations where some valuables might remain, you may receive "salvage" in the form of credits equal to a dice combination of the GM's chosing. (1d4, 2d6, etc)

You may also be able to occasionally salvage venerable equipment or vehicles that would be considered a lost cause by most others.

Background Feat:

1: Crafter
2: Dungeon Delver
3: Haggler
4: Loremaster
5: Lucky
6: Specialist
7: Survivalist
8: Techie

Suggested Characteristics

Salvagers are practical people that are often called upon to work under hazardous conditions. By its very nature, any salvage considered valuable enough to be worth the trouble is often found far from well travelled paths and settlements.

Many Salvagers are capable of supporting themselves for extended periods away from civilization, so as to maximize their time in the field as well as their profits.
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